Game machine, communication game system, and recorded medium

ABSTRACT

The following types of processing are provided in the present invention. 1) Projection processing in which a shadow projected onto the ground of a flying object flying through a virtual space is prevented from becoming too small. 2) Viewpoint moving processing in which a viewpoint is moved automatically so that a character to be displayed is accommodated within the field of vision of the viewpoint at all times. 3) Semi-transparentizing processing in which, when display objects overlap, the display object with the smaller surface area according to [a comparison of] the displayed surface area is made semi-transparent. 4) Relative strength judgment processing in which the relative strength of teams in a team competition is determined on the basis of the sum of the fighting abilities. 5) Leader setting processing in which a leader character is determined and the outcome of the game is judged according to whether or not the leader character is active. 6) Fighting strength balance adjusting processing for adjusting the balance of fighting strength between the teams. 7) Delay preventing processing for causing a communication data receiving side to return a processing result, whereby processing on a transmission side is advanced in response thereto. By means of this processing series, problems specified in conventional communication game systems regarding game screen display, judgments of the relative strength of teams, and game data communication delays can be amended, enabling an improvement in the game quality of a team competition.

TECHNICAL FIELD

[0001] The present invention relates to a communication game system inwhich game devices are connected to each other via a network. Moreparticularly, the present invention relates to a communication gamesystem suitable for a competitive communication game in which aplurality of players form a single team, each manipulating his or herown character, and teams compete for victory.

BACKGROUND ART

[0002] Communication game systems are known in which game devicesoperated by individual players are connected via a network such that acompetitive game can be executed among players in remote locations.

[0003] This type of communication game system is constructed such thatwhen a request to compete is placed to one game device from another gamedevice, the requested game device manages a transaction to accept acompetition with the game device which placed the request. Thus acompetitive game can be played between the two game devices whiletransceiving commands and game data. By means of this type ofcommunication game system, a player can enjoy a game competition withanother player in a remote location.

[0004] In communication game systems up to the present, however, when acompetitive game in which a plurality of players form a team and competeagainst an opposing team in a multiple player against multiple playerformat (to be referred to below as a “team competition” or a “multipleplayer against multiple player competition”), many points relating togame image display, judgment of the relative strength of the teams, andgame data communication require improvement.

[0005] Firstly, in relation to game image display, the following pointsfor improvement have been specified. In a shooting game (a game in whichbullets or light beams are fired to topple an opponent), the “light beambullets” emitted from the object manipulated by the player, or in otherwords the character, toward an opponent character are accompanied on theground surface by a projected image object (for example an artificialshadow) to provide a sense of realism.

[0006] In this specification, according to a world coordinate systemwhich can be used to conveniently define a virtual space, the characteris assumed to “stand” on an XZ plane, and a virtual “ground surface” isdefined as running irregularly along the XZ plane. Hence the forwarddirection in the Y axis direction is defined as the “up” direction, andthe Y axis coordinate is defined as “height”.

[0007] More specifically, a virtual point light source is set directlybelow the light beam bullet, and the light from the point light sourceis projected onto the ground surface as a shadow, thereby emulating theshadow of the light beam bullet. In this case, the magnitude of theshadow projected onto the ground surface is processed to become smallerin relation to the height of the light beam bullet.

[0008] However, when the light beam bullet is far above the groundsurface, the shadow of the light beam bullet becomes extremely small,causing a problem in that the player is substantially unable torecognize the shadow on the displayed screen.

[0009] Further, the viewpoint in the virtual space which defines thegame image displayed on each display device is fixed diagonally rearwardfrom above the head of the object manipulated by the player, or in otherwords the character. Hence the viewpoint position is constantly fixeduntil the player manually alters the viewpoint position. This causes aproblem in that when there are a large number of displayed images, someof the images move out of the field of vision and are not displayed.Conversely, when the viewpoint is set in advance far away from thedisplayed objects in order to avoid this problem, the individual objectsare displayed in small size on the display screen, leading to areduction in the sense of realism. Displaying a split screen on whichthe positions of the display images that have moved out of the field ofview are displayed has been considered, but the calculation processingload required to display a split screen is high, and since the playermust pay attention to two or more screens, s/he may become confused andlose the ability to concentrate on the game. A method of moving theviewpoint in accordance with the movements of the character manipulatedby the player has also been considered, but in this method the field ofvision for displaying images only responds to the movements of thischaracter, and thus the display objects that the player wishes to seemay not be displayed, meaning that the player must search for theobjects to be seen separately.

[0010] A problem has also been specified regarding the display ofobjects displayed as a part of the background. For example, in order tomake a structure in a sea set inside a virtual space (a building post,the bottom surface of a ship, or the like) appear to be actuallysubmerged, a texture for illustrating seawater is synthesized with thetexture of the structure. In this case, color calculation processing forsynthesizing the textures is performed by means of calculations such asaddition and multiplication of the color components of the pixelsconstituting both textures. In this type of method, however, thecalculation processing amount for making the entirety of an object whichoccupies a large area of a screen, such as the sea surface,semi-transparent is large, which sometimes causes a deterioration in theoverall processing performance of the game device.

[0011] Secondly, regarding judgments of the relative strength of theteams, the following problems have been specified. First, in gamedevices up to the present, information indicating the remaining fightingstrength (for example physical strength) in the game of a player's owncharacter has been displayed using meter information or the likedisplayed on the game screen, but no function exists for judging ordisplaying the relative strength of each team for the team as a whole.On the game screen of each player, the physical strength of the player'sown character, another character, or all of the characters is displayedindividually, but display of the remaining fighting strength of the teamas a whole is not provided. Hence there is a need for each player to beable to ascertain this information by means of a fixed operation.

[0012] When playing a team competition, games have been designed toconclude when the number of remaining characters on one of the teamsreaches zero. According to this method, however, the player must alwayskeep track of the state of the remaining characters, which istroublesome. Moreover, calculation processing is required for displayingthe number of remaining characters on one team on the game device of theother team at all times, causing a reduction in the overall processingperformance.

[0013] Further, when playing a team competition, the team having themost members is of course advantaged, but in game systems up to thepresent, participation in the game is closed even when there is adisparity in the number of players constituting a team, and thus gamesare often begun under unequal conditions. If the game is continued undersuch unbalanced conditions, one team alone becomes superior, and sincecompetition cannot be conducted under equal conditions, the desire ofthe players to play the game wanes and the sense of tension decreases.

[0014] When one of the characters forming a team falls during acompetition, that team has one less member than the opposing team,leading to a disparity in the team numbers. Conventionally, the gamecontinues even in this situation, and hence the player who wasmanipulating the fallen character can only wait for the game to endwithout being able to do anything. Moreover, the other players belongingto the team of the fallen character must continue the game with adiminished number of characters.

[0015] Thirdly, problems have been specified in relation to delays inprocessing the data required for game processing. More specifically, upto the present, when an occurrence (to be referred to as an “event”hereinafter) occurs on one of the game devices such as a light beambullet being fired, the game device on which the event occurred performsgame processing in accordance with the event, and when the processing iscomplete (when an opponent is toppled by the light beam bullet, forexample), the result of the processing is transmitted to the opposinggame devices via a network. When data are transceived through a network,however, time delays are inevitable, and hence the reception side gamedevice receives the data at a time delay. Since the game progressessynchronously on the transmission side and reception side game devices,such data delays may cause images to be displayed “out-of-sync”. When anevent occurs in which a light beam bullet is fired, for example, theprocessing up to the point at which the light beam bullet strikes theopponent is performed on the transmission side game device, and thendata indicating that the opponent has been shot are transmitted as theprocessing result. If the opponent to be processed as being shot movesduring transmission of the processing result, the light beam bullet isdisplayed as a direct hit on the opponent even though the light beambullet does not strike the opponent directly once the opponent hasmoved. Hence an image indicating that the opponent has been processed asbeing shot by a light beam bullet that could not have been a direct hitis mistakenly displayed. Since this is not due to a lack of gaming skillon the part of the player manipulating the opponent, the player feelsunfairly disadvantaged by an internal fault in the game device or gameprogram (a communication delay, strike judgment setting defect, orsimilar), and may lose further interest in the game.

[0016] Considering these numerous problems, a first object of thepresent invention is to provide a game device for eliminating problemsrelating to game image display that have been specified on conventionalgame devices.

[0017] A second object of the present invention is to provide acommunication game system for eliminating problems relating to judgmentsof the relative strength of teams that have been specified onconventional communication game systems.

[0018] A third object of the present invention is to provide acommunication game system for eliminating problems caused by game datacommunication delays that have been specified on conventionalcommunication game systems.

[0019] In order to achieve the first object, the present invention is agame device constituted to be capable of displaying a spatial objectpositioned at a remove from a terrain surface set within a virtualspace, comprising a projected image generating module for generating aprojected image object emulating a projected image of the spatial objecton the terrain surface, and a projected image modifying module formoving the projected image object in accordance with the movement of thespatial object, modifying the magnitude of the displayed projected imageobject in accordance with the position of the spatial object within thevirtual space and the position of a virtual light source set within thevirtual space, and holding the magnitude of the projected image objectat a predetermined magnitude when the distance of the spatial objectfrom the terrain surface exceeds a reference distance.

[0020] In the present invention “module” indicates a unit comprising apredetermined function which is executed by a software program andhardware in conjunction.

[0021] Here, “virtual space” indicates a space defined by a logicallyset coordinate system for performing CG processing.

[0022] Here, “spatial object” generally refers to an object which floatswithin the virtual space, and in the case of a shooting game may referto a fired light beam bullet. The spatial object may also be a charactermanipulated by a player. The spatial object may also be a flying bodywhich accompanies the aforementioned virtual light source.

[0023] Here, for example, the aforementioned game is a shooting game,and the spatial object is a light beam bullet fired from a weapon of acharacter who appears in the shooting game.

[0024] Here, “character” is an object within the virtual space which canbe modified by an operation of a player operating a game device or bythe game device itself, and is the main participant in the competitivegame. A character includes a home character which can be manipulated bya player, and enemy characters which are manipulated by game devicesoperated by other competing players.

[0025] The present invention is also a game device constituted to enableplayers to play a game by manipulating a home character within a virtualspace, comprising an image generating module for generating a game imageprojected onto a two-dimensional plane which incorporates into a fieldof vision the front of the home character from a viewpoint behind thehome character, and a viewpoint position controlling module for movingthe viewpoint position within the space behind the home character inaccordance with the position or movement within the virtual space ofcharacters to be incorporated into the field of vision.

[0026] Here, “behind” and “front” refer to directions relating to thehome character within the virtual space, which have been determined forthe sake of convenience. In the case of a character emulating a humanbeing or robot, these directions correspond to what is generally knownas a front-rear relationship.

[0027] Here, when the viewpoint position controlling module, forexample, moves the viewpoint position within the space behind the homecharacter, the viewpoint position is moved within a range at which thedistance between the viewpoint and home character remains within apredetermined distance.

[0028] Further, when a character to be incorporated into the field ofvision moves out of the field of vision, the viewpoint positioncontrolling module moves the viewpoint at a predetermined speed toincorporate into the field of vision the character to be incorporatedinto the field of vision.

[0029] The present invention is a game device constituted to enableplayers to play a game by manipulating a home character within a virtualspace, comprising an image generating module for generating a game imageprojected onto a two-dimensional plane which incorporates into a fieldof vision the front of the home character from a viewpoint behind thehome character, and a viewpoint position controlling module for movingthe viewpoint position within the space behind the home character inaccordance with the position or movement within the virtual space ofcharacters to be incorporated into the field of vision, wherein the gameis a game in which a plurality of characters move within a virtualspace, and the viewpoint position controlling module controls theviewpoint position in accordance with the position or movement of thehome character and the other characters.

[0030] Here, the viewpoint position controlling module may move theviewpoint position within a range at which the distance between theviewpoint and the home character remains within a predetermined distancerange, such that the number of other characters displayed on the gameimage is maximized.

[0031] Further, the present invention is a game device constituted toenable players to play a game in a virtual space, comprising aspecifying module for specifying a plurality of display objects havingat least a partially overlapping relationship within the virtual space,a comparing module for comparing the surface area of each of theplurality of specified display objects when the display objects aredisplayed as a game image, a semi-transparentizing processing module formaking the display object with the smaller surface area according to thecomparison semi-transparent, and an image generating module forgenerating a game image by disposing the semi-transparentized displayobject to the front when seen from the line of vision of the game image.

[0032] Here, the “display object” may be an object forming a part of thebackground or a character.

[0033] In order to achieve the second object, the present invention is acommunication game system in which a plurality of game devices areconnected to each other to enable a competitive team game to be playedin which at least two players operating the game devices form one team,comprising a relative strength judging module for judging the relativestrength of the teams playing the competitive game on the basis of thetotal fighting ability within a team, and an image generating module forgenerating an image displaying the results of the judgment.

[0034] Here, the relative strength judging module determines therelative strength of the teams by calculating the proportion of amaximum fighting ability value of the characters manipulated by theplayers in the competitive game that is occupied by a current fightingability value, and totaling this proportion for each team.

[0035] Further, the present invention is a communication game system inwhich a plurality of game devices are connected to each other to enablea competitive team game to be played in which at least two playersoperating the game devices form one team, comprising an activity judgingmodule for determining the relative strength of the teams playing thecompetitive game according to whether or not a leader characterdesignated as the leader of each team is active during the competitivegame, and a relative strength judging module which, when the leadercharacter is judged to be active, judges the team to which the leadercharacter belongs to be the winner.

[0036] Here, “active” refers to a case in which a character survives (orin other words is “alive”) without being eliminated, for example.

[0037] Further, the competitive game may be constituted such that astage in which an outcome is determined can be executed a plurality oftimes during each competitive game, and may comprise a leader switchingmodule for automatically switching the character designated as leader ateach stage, and a game executing module for executing each stage of thegame under the leader character switched by the leader switching module.

[0038] Here, the leader switching module may be constituted toautomatically reselect the leader character with the best resultsthroughout the previous stages in each stage.

[0039] The leader switching module may also be constituted toautomatically reselect the leader character with the best resultsthroughout the previous stages in the final stage.

[0040] The activity of the leader character may be determined withreference to the fact that the leader character has remaining physicalstrength.

[0041] A competition time of the game may be determined in advance suchthat if the leader characters of both teams are active when thecompetition time has elapsed, the team whose leader character has themost remaining physical strength is judged the winner.

[0042] Alternatively, a competition time of the game may be determinedin advance such that if the leader characters of both teams are activewhen the competition time has elapsed, the remaining physical strengthof the characters belonging to each team is totaled and the team withthe greatest total physical strength is judged the winner.

[0043] The present invention is a communication game system in which aplurality of game devices are connected to each other to enable acompetitive team game to be played in which at least two playersoperating the game devices form one team, comprising an activity judgingmodule for determining the relative strength of the teams playing thecompetitive game according to whether or not a leader characterdesignated as the leader of each team is active during the competitivegame, and a physical strength distributing module which, when thephysical strength of a character other than the leader character withina team decreases, distributes the physical strength of the leadercharacter to the character with reduced physical strength.

[0044] Further, the present invention is a communication game system inwhich a plurality of game devices are connected to each other to enablea competitive team game to be played in which at least two playersoperating the game devices form one team, wherein each of the pluralityof game devices comprises a condition considering module for consideringpredetermined conditions corresponding to the balance of fightingstrength between the teams playing the competitive game, and a fightingstrength balance adjusting module for adjusting the balance of fightingstrength between the teams in accordance with the conditions.

[0045] Here, the fighting strength balance adjusting module may matchthe number of characters in each team participating in the competitivegame at the start of the competitive game.

[0046] The fighting strength balance adjusting module may also placeweighting conditions on the team having an advantage of a predeterminedstandard or higher in accordance with an imbalance arising between theteams during the course of the competitive game.

[0047] Here, “weighting conditions” includes prohibiting an attack by acharacter for a fixed time period or prohibiting modification of theorientation of the character.

[0048] The fighting strength balance adjusting module may also place theweighting conditions in accordance with one or more conditions(corresponding to the aforementioned predetermined conditions) selectedfrom a group of conditions indicating an imbalance between the teams,this group comprising the number of characters on each team, the setability of each character in the game, the competition-winningpercentage of each character, and the competition-winning percentage ofeach team.

[0049] The fighting strength balance adjusting module may also beconstituted to perform processing according to which one character helpsanother character within a team during the course of the competitivegame.

[0050] Here, each game device may comprise a tracking object settingmodule for setting as a tracking object one character from among thecharacters comprising an opposing team on the basis of predeterminedconditions, and a tracking module for modifying the position ororientation of the home character manipulated by the player until thehome character enters a range within which the character set as thetracking object can be attacked.

[0051] Here, the tracking module may further comprise a correctingmodule for correcting the position or orientation of the home characterin accordance with the movement of the character set as a trackingobject such that the home character enters the range within which thecharacter can be attacked.

[0052] In this case, one or more conditions selected from a groupcomprising the absolute physical strength value of the opponent, therelative physical strength value of the opponent to the home character,attacking strength, defense strength, the presence of a set leader, andthe winning percentage of the player manipulating the character may beused as the “predetermined conditions”.

[0053] In order to achieve the third object, the present invention is acommunication game system in which a plurality of game devices areconnected to each other to enable a competitive team game to be playedby a plurality of players operating the game devices, wherein the gamedevices respectively comprise an event transmitting module which, when apredetermined event occurs, transmits data indicating that this eventhas occurred to the other game devices implementing the competitivegame, a data receiving module for receiving data from one of the othergame devices implementing the competitive game, a processing resulttransmission module for executing game processing based on the receiveddata and transmitting data indicating the result of this processing tothe other game devices implementing the competitive game, and a gameimage generating module for generating a game image based on theprocessing result.

[0054] Here, when three or more game devices are connected to eachother, the game image generating module is constituted such that thedata indicating a processing result, which are transmitted from the gamedevices in response to an event occurring in another game device, arereceived by all of the other game devices implementing the competitivegame, whereupon a game image based on the plurality of receivedprocessing results is generated.

[0055] The data indicating that an event has occurred in each of thegame devices may include at least information specifying the game devicewhich caused the event and information indicating the content of theevent.

[0056] When the data indicating that an event has occurred are receivedin each of the game devices, a game image corresponding to the gamedevice which caused the event and the content of the event may begenerated, and the data indicating a processing result may include atleast information specifying the game device which caused the event, thecontent of the event, and the result of processing in the game devicescorresponding to the event.

[0057] Here, the present invention is wherein an attack perpetrated byone character is transmitted as the event from a transmission side gamedevice to a reception side game device, a direct hit judgment isperformed by the reception side game device to determine whether or notthe attack hit the character specified as the attack subject, whereuponthe result of this direct hit judgment is transmitted back to thetransmission side game device as a processing result, and when theprocessing results of the other game devices participating in thecompetitive game are all gathered in the transmission side game device,game processing based on the processing results is performed in thetransmission side game device.

[0058] In each of the inventions described above, the game is a shootinggame in which characters manipulated by players shoot each other tocompete for victory, for example.

[0059] The present invention is a machine readable recording mediumrecorded with a program for causing a computer to execute a game methodfor implementing each of the inventions described above.

[0060] Here, “recording medium” refers to a so-called medium such as aCD-ROM, CD-R, CD-RAN, DVE, MD, DAT, FD, or HD for storing digital data.In cases where program data are received by means of communicationthrough a network, the network through which the program data pass isitself included in the definition of “recording medium”.

BRIEF DESCRIPTION OF THE DRAWINGS

[0061]FIG. 1 is a block diagram of a communication game system accordingto an embodiment of the present invention;

[0062]FIG. 2 is a schematic view showing the outer appearance of a gamedevice incorporating this communication game system;

[0063]FIG. 3 is a block diagram showing in outline the electricalconfiguration of the game device;

[0064]FIG. 4 is a schematic flowchart showing an example of the flow ofa competitive game;

[0065]FIG. 5 is a view schematically illustrating automatic viewpointsetting;

[0066]FIG. 6 is a flowchart showing an outline of automatic viewpointsetting;

[0067]FIG. 7 is a view schematically illustrating automatic viewpointsetting;

[0068]FIG. 8 is a view illustrating an example of auxiliary processing;

[0069]FIG. 9 is a view illustrating another example of auxiliaryprocessing;

[0070]FIG. 10 is a schematic flowchart illustrating another example ofauxiliary processing;

[0071]FIG. 11 is a schematic flowchart illustrating an example ofauxiliary processing together with FIG. 10;

[0072]FIG. 12 is a view illustrating threshold processing and the flightof a light beam bullet in projection processing for the light beambullet;

[0073]FIG. 13 is a schematic flowchart illustrating threshold processingin the light beam bullet projection processing;

[0074]FIG. 14 is a schematic flowchart illustrating automatic leadersetting processing;

[0075]FIG. 15 is a view showing an example of automatic leader settingprocessing when the outcome of a game is decided after playing aplurality of times;

[0076]FIG. 16 is a pattern diagram of a life meter for each character ineach team, illustrating processing for judging the relative strength ofeach team;

[0077]FIG. 17 is a schematic flowchart illustratingsemi-transparentizing processing;

[0078]FIG. 18 is a view illustrating an example of semi-transparentizingprocessing; and

[0079]FIG. 19 is a view illustrating data communication in thisembodiment.

BEST MODE FOR CARRYING OUT THE INVENTION

[0080] An embodiment pertaining to the present invention will bedescribed below on the basis of the drawings.

[0081]FIG. 1 shows the schematic constitution of a communication gamesystem GS according to this embodiment. In this communication gamesystem GS, a plurality of game devices 1 (1A, 1B, 1C, 1D, . . . )operated by players are connected to each other via a network 2 servingas communication means. Through this communication game system GS, anunspecified large number of players can conduct a shooting game as ateam competition (a multiple player against multiple playercompetition).

[0082] Note that in the following description, the configurations andfunctions required to conduct a competitive game on a plurality of gamedevices mainly using a communication function will be described.However, when a competitive game using a communication function is notperformed, each game device 1 is constructed to be capable offunctioning as a stand-alone game device.

[0083] The communication network 2 is a public line or private lineforming a WAN (Wide Area Network) such as a private game network or theInternet. When the communication network 2 is the Internet, anunspecified large number of computer devices are capable ofcommunication, and using various commands defined by TCP/IP protocols,files can be viewed, electronic mail and files can be transferred, andso on. Note, however, that the communication network does not have to bea WAN, and may be a local network such as a LAN operated on a closedcircuit.

[0084] Also note that a game server system may be connected to thecommunication network 2 such that the game server system is entrustedwith the management of a part or all of the game.

[0085]FIG. 2 is a schematic view of the game device 1, and FIG. 3 is ablock diagram of the electrical hardware of the game device 1.

[0086] As shown in FIG. 2, the game device 1 is constructed byconnecting a game device main body 10, a controller 20, and back-upmemory 203 to each other.

[0087] The game device main body 10 is a control device body forcontrolling the progress of a game. The game device main body 10 may beconnected to a plurality of the controllers 20 through connectors C. Thegame device main body 10 comprises a CD-ROM drive 304 (see FIG. 3) intoand from which a recording medium such as a CD-ROM can be freelyinserted and removed.

[0088] The controller 20 is constituted by an operating portion which isoperated by a player, the operating portion comprising a group ofbuttons 201, an arrow key 202, and so on. The controller 20 may beconnected to the game device main body 10 through a connection cord 21provided with a connector P. The back-up memory 203 may be removablyconnected to the controller 20.

[0089] The game device main body 10 is constituted similarly to acomputer device, and as shown in FIG. 3, comprises a CPU block 30, avideo block 31, a sound block 32, a communication block 33, and so on.

[0090] The CPU block 30 comprises a bus arbiter 300, a CPU 301, mainmemory 302, ROM 303, and the CD-ROM drive 304. The bus arbiter 300 isconstructed to be capable of controlling the transmission and receptionof data by allocating bus occupying time among the devices connected toeach other via a bus. The CPU 301 is constructed to be capable ofaccessing the main memory 302, ROM 303, CD-ROM drive 304, video block 31and sound block 32, and of accessing the back-up memory 203 via thecontroller 20.

[0091] The CPU 301 performs various types of game processing and controlrequired to execute a team shooting game by means of communication, andis capable of transferring image data to graphic memory 311 and sounddata to sound memory 321.

[0092] The processing executed by the CPU 301 includes receptionprocessing for the various types of operation information instructedfrom the controller 20, processing for reflecting the receivedinformation in the game, character behavior calculation (simulation)processing, light source processing, viewpoint movement controlprocessing, semi-transparentizing processing, and so on.

[0093] Behavior calculation is for simulating character movement in avirtual space. In order to execute this processing, the coordinates ofcharacter polygons in the virtual space are determined, whereupon aconversion matrix and form data (polygon data) for converting thesecoordinate values into a coordinate system for a two-dimensional fieldof vision are instructed to a VDP 310. Note that “polygon data” refersto a coordinate data set comprising a relative coordinate and anabsolute coordinate of each vertex of a polygon (a multi-angled form,mainly triangles and quadrilaterals) which is constituted by theaggregate of a plurality of vertices.

[0094] The ROM 303 is the storage region for an initial program loader.The ROM 303 is an element constituting a part of the recording medium ofthe present invention, and programs required in the processing of theCPU 301 are recorded thereon in advance. Note that external memory suchas a CD-ROM may be used as the recording medium.

[0095] The CD-ROM drive 304 is an element constituting a part of therecording medium of the present invention, and also uses a CD-ROM as arecording medium for externally supplied data. The CD-ROM drive 304 mayalso be constituted to transfer programs to memory through thecommunication device 33. By means of such setting, data may betransferred from a fixed disk or the like of a remote server.

[0096] The video block 31 comprises the VDP (Video Display Processor)310, the graphic memory 311, and a video encoder 312. By means of thisconstitution, the video block 31 is capable of generating 3D image dataand moving images. More specifically, textures are applied to the formdata of the converted field of vision coordinate system, polygon screenssuch as characters, other objects, and terrains defined in accordancewith the XZ plane of the world coordinate system are synthesized on aprescribed priority basis with scroll screens such as alphanumericalinformation, and final frame image data are generated at fixed timeintervals. These data become the game images provided to the players.

[0097] The video encoder 312 converts the image data generated by theVDP 310 into predetermined television signals in an NTSC format or thelike such that the data can be outputted to a main monitor 12 (such asthe cathode-ray tube of a television receiver) that is connected to theoutside.

[0098] The sound block 32 comprises a sound processor 320, the soundmemory 321, and a D/A converter 322. By means of this constitution, thesound block 32 performs sound synthesis based on waveform data and isthereby capable of outputting acoustic signals. The D/A converter 322converts the sound data generated by the sound processor 320 into analogsignals and is thereby capable of outputting the analog signals to aspeaker 13 (the speaker of a television receiver or the speaker of anacoustic device) connected to the outside.

[0099] The communication device 33 is a modem, terminal adapter, or LANadapter, for example, and functions as an adapter for connecting thegame device main body 10 and the communication network. Thecommunication device 33 receives data transmitted from a game supplyingserver such as an Internet server connected to a public network, and isthereby capable of supplying the data to the bus of the CPU block 30. Ifthe communication network is a public network, no differentiation ismade between a subscriber line and a private line or between wired andwireless constitutions. The communication mode may be a broadbandconnection such as FTTH, ADSL, or CATV Internet, or a non-broadbandconnection such as ISDN or an analog line.

[0100] Next, referring to FIGS. 4,through 19, the processing performedin the communication game system of this embodiment will be described.

[0101] The flowchart in FIG. 4 shows an outline of the functionsexecuted by each game device 1 (1A, 1B, 1C, 1D, . . . ) in a fixedcycle. As shown in FIG. 4, when the timing of a game image update cycle(for example a field period of a video signal or a frame period) isreached (step Si), the CPU 301, in succession, reads the operationinformation from a player inputted through the controller 20 (step S2),transmits and receives data to and from the other game devices via thecommunication network 2 (step S3), and obtains a viewpoint position (theviewpoint in the virtual space from which game images are generated)through manual setting performed by the player and a light sourceposition from stored information (step S4). Next, the CPU 301 performsgame processing including various types of processing relating to thegame screen display, the outcome of the team competition (the relativestrength of the teams), and so on (step S5), commandssemi-transparentizing processing (step S6), and commands displayprocessing (step S7).

[0102] Game processing comprises automatic viewpoint setting (step S5A),processing to compensate for imbalances in team strength during the teamcompetition (step S5B), projection processing for the light beam bulletserving as a spatial object (step S5C), automatic setting of a leaderfor each team (step S5D), projection conversion from a world coordinatesystem into a field of vision coordinate system (step S5E), judgment ofthe relative strength of each team (step S5F), calculation of the gameresults (step S5G), and so on. Note that steps S5A to S5G may beperformed in any appropriate order.

[0103] Note that none of the processes described above (steps S5Athrough S5G) end within the game update cycle, but are performed as asum total obtained throughout many update cycles. Accordingly, the gamedevice checks the conditions corresponding to the content of eachprocess (S5A through S5G) at each update cycle, and if an event hasoccurred, the processing therefor is performed. If no event hasoccurred, processing advances to another step.

[0104] Further, the steps shown in FIG. 4 do not have to be performed inthe illustrated order, but may be executed in a different order ifimplemented within the update cycle or a fixed cycle.

[0105] Processes S5A through S5G will be described in detail below. Inthe following description, “home character” indicates a character whichcan be operated by a player, and “enemy character” indicates a characterwhich can be operated by another player.

[0106] Further, in this communication game system, a team may be formedbetween players in remote locations operating different game devicesconnected to each other via the network, or a team may be formed betweenplayers connected to the same game device through respectivecontrollers. For example, players operating the same game device maybelong to different teams and compete against each other.

[0107] (Viewpoint Movement Setting)

[0108] The viewpoint movement setting processing of this embodiment willbe described on the basis of FIGS. 5 through 7. This viewpoint movementsetting differs from conventional processing, in which a player modifiesthe viewpoint manually by operating a controller, in that the viewpointis moved automatically so as to display an appropriate image on the gamedevice. More specifically, when generating a game image to be projectedon a two-dimensional plane which incorporates within the field of visionthe front of the home character from a viewpoint behind the homecharacter, the game device moves the viewpoint position within the spacebehind the home character in accordance with the position or movementwithin the virtual space of characters to be incorporated in the fieldof vision.

[0109] Conventionally, the viewpoint from which the game image isgenerated has been fixed in a fixed position above and behind the headof the player. According to this method, when a large number of displayobjects (a plurality of enemy characters, for example) exist within alarge number of spaces, it is sometimes impossible for all of thedisplay objects to fit onto the game screen. As shown in FIG. 5A, such asituation arises when the home character and enemy characters (targets)1, 2 are displayed on the game screen and the enemy character 2 makes alarge movement, for example. In other words, when the enemy character 2moves out of the frame of the game image, it becomes impossible toaccommodate the enemy characters 1, 2 within the frame from a fixedviewpoint, as shown in FIG. 5B.

[0110] Hence in this embodiment, the viewpoint position is moved withinthe space behind the home character in accordance with the position ormovement within the virtual space of the characters (target enemycharacters and the like) to be accommodated within the field of vision.More specifically, the viewpoint is moved at a predetermined speed suchthat the characters (enemy characters) to be accommodated within thefield of vision enter the field of vision. As shown in FIG. 5B, forexample, when an enemy character moves, the CPU 301 performs control tomove the viewpoint rearward and/or upward in the direction of the lineof vision at a predetermined speed, whereby both of the enemy characters1, 2 are accommodated within the screen. As a result, a game imageaccommodating all display objects is displayed as shown in FIG. 5C.

[0111] At this time, the viewpoint is moved within a range at which thedistance between the viewpoint and the home character is not more than apredetermined distance. This distance is set to a distance which is notso far removed from the characters that the characters become too smallwithin the game image. If the viewpoint is too far from the characters,the sense of realism of the game image deteriorates.

[0112]FIG. 6 shows a flowchart of the specific procedures involved inautomatic viewpoint setting.

[0113] First, an initial state is set in which the viewpoint is in apredetermined position above and behind the head of the home character,this being the normal viewpoint position (step S21). Then, adetermination is made as to whether or not all of the display objects(targets) are accommodated in the screen (step S22). If the result ofthis determination is NO, the viewpoint position is moved rearwardand/or upward of the normal position (step S23). If the viewpoint is tobe moved by a large distance according to the positional relationshipbetween the home character and the characters to be displayed, and theviewpoint is moved rapidly by this large degree, it becomes difficultfor the player to see. To prevent this, the viewpoint movement speed isadjusted so as not to exceed a predetermined speed, whereupon viewpointmovement control is performed to move the viewpoint to the targetviewpoint position (S24). At this time, a determination is made as towhether or not the viewpoint has moved too far backward from theposition of the home character or enemy characters, or in other wordswhether the viewpoint has moved within the predetermined distance (stepS25). If the viewpoint is too far back (YES), the position thereof isset as the viewpoint position, and if the viewpoint can be moved furtherbackward (NO), the process is repeated from step S22. If the homecharacter can be sufficiently perceived and all of the display objectsare accommodated within the screen (step S22, YES), the modifiedviewpoint is maintained at that point (step S26).

[0114] Note that if the positional relationship of the characterschanges before the viewpoint arrives at the target when the viewpoint ismoved at a predetermined speed, the target viewpoint position may alsobe changed. In such a case, processing such as constantly moving theviewpoint to the newest target position or considering the differencebetween the current viewpoint position and the newest target viewpointposition such that the current viewpoint position is given priority whenthe difference is small may be performed.

[0115] In this automatic viewpoint setting, the limit by which theviewpoint is moved rearward and/or upward is a range within which thehome character and enemy characters can be distinguished. In theflowchart described above, this limitation is determined according tothe distance between the home character and the viewpoint.Alternatively, the processing may be modified such that a limit to thedisplay size of the home character is determined in advance, forexample, and when this display size is reached viewpoint movement isprohibited.

[0116]FIG. 7 shows the disposal of the characters on a plane (XZ plane)in the virtual space. In this embodiment, the viewpoint position setabove and behind the head of the home character is automaticallycontrolled as shown in FIG. 7. Initially, a viewpoint C1 is set with adisplay object P1 (the home character) as a reference. When P2 is theonly other display object, the viewpoint C1 is maintained as is. Whentwo display objects, P2, P3 are present, however, the display object P3is not accommodated within the field of vision from the position of theviewpoint C1. Hence the game device moves the viewpoint rearward and/orupward at a predetermined speed in accordance with the flowchart in FIG.6 until the display object P3 is accommodated. When three displayobjects, P2 to P4, are present, the display object P4 is notaccommodated in the field of vision even from the position of theviewpoint C2. At this point, the viewpoint would be moved furtherrearward in accordance with the processing in steps S22 to S24 of FIG.6. However, when the viewpoint is moved to the position of the viewpointC3, the home character becomes difficult to distinguish from the othercharacters, and an image which is far removed from the image obtained atthe initial viewpoint C1 position is provided. Hence the limitationaccording to step S25 (YES) is imposed, and the viewpoint C2 position ismaintained.

[0117] When only P2 remains as the other display objects (that is, whenthe display objects, including the home character, consist of P1 and P2alone), processing is performed such that the viewpoint is automaticallyreturned to C1 at a slow predetermined speed.

[0118] (Fighting Strength Balance Adjustment Processing)

[0119] The auxiliary processing (fighting strength balance adjustmentprocessing) executed in step S5B of a competitive game will now bedescribed on the basis of FIGS. 8 through 11.

[0120] This processing is performed in a communication game system suchas the system of this embodiment, which is constituted to be capable ofexecuting a competitive team game with two players forming one team, toconsider predetermined conditions corresponding to the balance offighting strength between the teams playing the competitive game and toadjust the balance of fighting strength between the teams in accordancewith these conditions. For example, when an imbalance arises in thenumber of characters in the teams participating in the competitive game,the number of characters in each team is equalized, weighting conditionsare placed on the team having an advantage of a predetermined standardor higher in accordance with an imbalance arising between the teamsduring the course of the competitive game, or similar. In other words,if an imbalance in fighting strength arises at the start of or duringthe game when a multiple player against multiple player competition isperformed, weighting conditions are placed on the superior team or helpis provided to the inferior team, and thus a balance of fightingstrength can be attained. By means of this processing, the amount oftime during which the fighting strength of the teams is substantiallyequal can be extended, and the players can be kept in a state ofexcitement and tension.

[0121] Items that can be considered as team imbalances are the number ofcharacters per team, set character abilities in the game, the winningpercentage of the characters, the winning percentage of each team, andso on.

[0122] Auxiliary processing will be described specifically below. Any ofthe first through third auxiliary processings may be executedselectively or in combination.

[0123] The first auxiliary processing is executed to correct animbalance in the number of characters per team. The game device comparesthe number of characters per team at the start of the game, or in otherwords the number of participating players, and if there is an imbalancein the numbers, supplements the number of characters in the team that islacking in characters.

[0124] As shown in FIG. 8A, for example, when team B has fewerparticipating characters than team A, the game device adds a characterA1 controlled by the game device itself to team B which is lacking inparticipating characters. This character A1 is constructed to be capableof competing against team A in conjunction with the charactermanipulated by a player C.

[0125] The auxiliary processing of this embodiment is not limited onlyto a case in which an imbalance arises in the number of participatingplayers. When the minimum number of participants to implement a teamcompetition is not satisfied, characters may be supplemented to satisfythe minimum number of participants. As shown in FIG. 8B, for example, ifthe minimum number of participants is set as two per team, but oneplayer joins team A and one player joins team B, the game devicesbelonging to each team add the character A1 (in this case one character)controlled by the game devices until the minimum number of participantsis satisfied.

[0126] By means of this auxiliary processing, imbalances in the numberof characters are eliminated and team fighting strength is equalized.Hence processing is simplified.

[0127] The second auxiliary processing is to place weighting conditionson the team having an advantage of a predetermined standard or higher inaccordance with an imbalance arising between the teams during the courseof the competitive game. For example, if the number of charactersbelonging to a team falls by a fixed number or more during a competitivegame, impediment processing in the form of weighting conditions isperformed on the team having the larger number of characters in order tocorrect the resultant imbalance. In the case of a shooting game, forexample, the impediment processing may be that the characters belongingto the superior team are prohibited from facing the direction of thecharacters belonging to the inferior team, an aim-locking functionrequired when attacking a character may be disabled for a predeterminedlength of time only for the characters belonging to the superior team,or similar.

[0128] If, for example, no imbalance in the number of characters perteam arises, the player manipulating a character P3 on team B is able tocause this character to face the direction of a character on team A, asshown in FIG. 9A. When a character P2 on team A is eliminated such thatthe number of characters in team A decreases, as shown in FIG. 9B, thegame devices to which the characters of team B belong apply weightingconditions to the characters of team B. In order to target a specificcharacter from the plurality of characters on the opponent team, theshooting game of this embodiment is provided with a locking function forspecifying a target opponent as a lock subject by means of a playeroperation, and an automatic tracking function for automaticallyfollowing the direction of the opponent who is the current lock subjectby means of a player operation, for example. If the number of characterson the opponent team decreases throughout the course of the game,impediment processing is performed on the team having the larger numberof characters such that the locking function and automatic trackingfunction are disabled for a predetermined length of time or until theimbalance between the teams has been removed. In other words, when animbalance arises, the game device prohibits the character P3 of team B,which was not facing the direction of a character on team A, fromlocking onto a character belonging to team A or turning in the directionthereof. When the imbalance is removed (when one of the characters onteam B is eliminated or a character is added to team A, for example) ora predetermined length of time has elapsed, the impediment processing iscanceled. By means of this auxiliary processing, the fighting strengthof a team which is superior in terms of character number is forciblyreduced temporarily, thereby providing the inferior team with anopportunity to make a comeback and time to consider subsequent strategy.

[0129] The third auxiliary processing is performed during a competitivegame to allow one character on a team to help another character. Aphysical strength parameter indicating game strength and endurance isset for each character. In the communication game system of thisembodiment, this physical strength parameter may be transceived betweengame devices and thereby mutually communicated. The physical strength ofa character belonging to a game device which receives the physicalstrength parameter can be raised in accordance with the “physicalstrength” shown in the received physical strength parameter. By means ofsuch a function, the characters within a team are capable of “helpingeach other”.

[0130] A specific example of this auxiliary processing will be describedon the basis of the flowcharts in FIGS. 10 and 11. FIG. 10 illustratesprocessing performed when the fighting strength, or in other words thephysical strength, of a certain character is sufficient, and FIG. 11illustrates processing performed when the fighting strength is reduced.Here, it is assumed that the fighting strength of allied charactersbelonging to the same team is monitored by the game devices of thecharacters through the transmission and reception of the physicalstrength parameter of the characters and the like. It is also assumedthat upon execution of this auxiliary processing, the processing isperformed in consideration of the time delays arising when the gamedevices transmit and receive data via a network.

[0131] When the physical strength of a character is sufficient, first adetermination is made as to whether an allied character is present inthe vicinity of the character within the virtual space, and whether thephysical strength of this character is reduced (step S31). Reducedphysical strength indicates that the physical strength parameter of thecharacter has fallen to or below a fixed value, or that the physicalstrength parameter value is relatively lower than that of the homecharacter, for example. If a character with reduced physical strength isdiscovered (step S31, YES), the game device transmits the surplusphysical strength of the home character to the character with reducedphysical strength as a physical strength parameter (step S32). When thegame device to which the character with reduced physical strengthbelongs receives the physical strength parameter (step S41, YES), thephysical strength of the home character of this game device is increasedin accordance with the physical strength parameter, and a response istransmitted indicating reception of the parameter (step S42). When thisresponse reaches the game device which transmitted the physical strengthparameter (step S33, YES), processing ends. If, on the other hand, theresponse does not arrive (step S33, NO), the processing waits for afixed time period (step S34, NO to step S33), and when the fixed timeperiod has elapsed (step S34, YES), processing ends. When the responsearrives, the game device reduces the fighting strength of its homecharacter by the transmitted physical strength parameter. During atime-out when the response does not arrive, reduction of fightingstrength from the home character is prohibited. By means of suchprocessing, physical strength transfer is performed securely.

[0132] Note that in the processing described above, a character withsufficient physical strength is able to help a nearby character withreduced physical strength. However, the processing may be set such thata character with reduced physical strength detects nearby alliedcharacters in order to share the physical strength thereof. Here,processing to share physical strength may be processing whereby acharacter who wishes to receive or share out physical strengthapproaches an allied character or the like. It should be noted, however,that there are cases in which a player wishes to continue the gamewithout distributing physical strength or the like even when a weak orfallen character is present, and thus setting may be performed such thatphysical strength distribution is not performed unless the bodies of thecharacters come into contact with each other.

[0133] If there are no characters in the vicinity with reduced physicalstrength, the game device may expand the range for detecting alliedcharacters by means of a player operation such that when an alliedcharacter with reduced fighting strength is discovered, the homecharacter can advance in that direction automatically. According to thisprocessing, the probability of aiding an allied character is increased.This detection processing may also be executed in relation to an alliedcharacter whose fighting strength is not reduced. By means of such aconstitution, when the fighting strength of the home characterdecreases, the player can search for an allied character with sufficientfighting strength and receive physical strength from that character. Insuch cases, the processing for detecting an allied character may beperformed automatically on the game device side rather than beingdependent on a player operation. At this time, a simple operationindicating the desire of the player to search for an allied character issufficient.

[0134] (Light Beam Bullet Projection Processing)

[0135] Next, the light beam bullet projection processing executed instep S5C will be described on the basis of FIGS. 12, 13.

[0136] In the projection processing in this embodiment, a projectedimage object emulating a projected image of a spatial object in relationto the surface of a terrain set within the virtual space is generated,the projected image object is moved in accordance with the movement ofthe spatial object, and the magnitude of the displayed projected imageobject is modified in accordance with the position of the spatial objectwithin the virtual space and the position of a virtual light source setin the virtual space. When the distance of the spatial object from theterrain surface exceeds a reference distance, the magnitude of theprojected image object is held at a predetermined magnitude.

[0137]FIGS. 12A and B show an outline of this projection processing in avirtual space. As shown in FIG. 12B, in this competitive game, a playeroperates the controller to enable a light beam bullet OB serving as aspatial object to be fired from a weapon WP of the home character CRtoward an enemy character. The game device generates a shadow SD of thelight beam bullet OB to serve as a projected image object in accordancewith the distance between the position of the light beam bullet OB andthe earth ET and disposes (projects) the shadow SD on the earth ET. Theshadow SD moves in accordance with the movement of the light beam bulletOB. It is envisaged that the light beam bullet OB in this competitivegame shines, and hence the shadow SD is an image of light impinging on asurface rather than a dark image. A light source LS (a point lightsource, for example) is virtually disposed directly below the firedlight beam bullet OB, and the light irradiated from the light source inthe direction of the earth is used to alter the magnitude of the shadowSD in accordance with the position of the light beam bullet OB. Hence,as shown in FIG. 12A, the surface area of the shadow SD is controlled tobecome smaller as the height H of the light beam bullet OB from theearth ET increases.

[0138] In conventional games, shadow projection processing is performedregardless of the height of the spatial object from the earth. In thisembodiment, however, the game device performs processing to prevent theshadow SD from becoming too small by providing the height H of the pointlight source LS with a limiting value H_(LIM) such that when the heightof the light beam bullet OB exceeds the limiting value H_(LIM), thepoint light source LS is separated from the light beam bullet OB.

[0139] This processing will be described on the basis of the flowchartin FIG. 13. First, the game device updates the height H from the earthET and firing direction of the light beam bullet OB at each processingcycle using operating information, information regarding the position ofthe character CR, information regarding the orientation of the arm partof the character, and so on (step S61). The height H and height limitingvalue H_(LIM) are then compared (step S62), and if H≦H_(LIM) (YES), animage of the shadow SD serving as the projection image object isgenerated at a magnitude corresponding to the height H of the light beambullet OB and projected onto the earth ET (step S63). If, on the otherhand, H>H_(LIM) in step S62 (NO), the light source LS is held at theheight limiting value H_(LIM) and the shadow SD is projected at themagnitude that is projected from the height limiting value H_(LIM) (stepS64). According to this processing, when the height H of the light beambullet OB is within the height limiting value H_(LIM), as is the casewhen the height H of the light beam bullet OB is at H1 or H2 in FIG.12A, the shadow SD of the light beam bullet OB is projected graduallysmaller as the height of the light beam bullet OB increases. However,when the light beam bullet OB travels in excess of the height limitingvalue H_(LIM), as is the case when the height H of the light beam bulletOB reaches H3, the shadow SD of the light beam bullet OB is projected ata fixed magnitude with a surface area corresponding to the heightlimiting value H_(LIM). By means of this processing, the shadow SD ofthe light beam bullet OB is prevented from becoming indefinitely smallerin accordance with the height of the light beam bullet OB, and thus theplayers do not become unable to perceive the shadow. Hence, according tothis embodiment, the players are able to follow the trajectory of alight beam bullet OB easily by the presence of the shadow SD even whenthe light beam bullet OB is emitted from a height.

[0140] (Automatic Leader Setting)

[0141] Next, the automatic leader setting processing that is executed instep S5D will be described on the basis of FIGS. 14, 15.

[0142] This automatic leader setting processing is performed in acommunication game system constituted to be capable of implementing acompetitive team game with at least two players forming one team, todetermine the relative strength of each team playing the competitivegame according to whether or not a leader character specified as aleader by each team is active. If it is determined that the leadercharacter is active, the team to which the leader character belongs isjudged the winner.

[0143] In a team competition, the outcome of the game is usuallydetermined at the point where all of the characters on one team havebeen eliminated such that the number of remaining characters reacheszero. By determining the outcome according to these conditions, however,too much time may be required to reach the conclusion of the game. Hencein this embodiment, one leader character (representative) isautomatically designated by the game device from among the charactersbelonging to each team, and the team whose leader character remainsalive last is designated as the winning team regardless of whether thecharacters other than the leader are alive or dead. In so doing, thetime required to conclude the game is shortened, and the amount ofcalculation processing for determining the conclusion can be greatlyreduced.

[0144] This automatic leader setting processing will be described on thebasis of FIG. 14. First, before the game begins, the game devicedesignates one of the characters belonging to each team as a leader(step S51). Information regarding the character designated as leader isshared among the game devices participating in the competitive gamethrough transmission and reception. When the competition begins (stepS52), competitive game processing proceeds. When it is judged from thegame processing relating to one home character that the leader characterof the opposing team has been eliminated (step S53, YES), the gamedevice judges that the team to which its home character belongs has won,and performs the corresponding processing. If it is judged that theleader character of the team to which the home character belongs hasbeen eliminated (step S53, NO; step S54, YES), the game device judgesthat the team to which its home character belongs has lost, and performsthe corresponding processing. This processing continues as long as thegame proceeds (step S55, NO). By means of this automatic leader settingprocessing, judgment of the outcome of the game is limited to thesurvival of the character designated as leader. Hence calculations toadd up the total fighting strength of all of the characters or theremaining number of characters are unnecessary, thus lightening thecalculation load. Moreover, the time required to conclude the game canbe reduced.

[0145] If a constitution is provided whereby a stage at which an outcomeis determined can be executed multiple times for each competitive game,the character designated as leader may be switched automatically at eachstage. When such a constitution is provided, the game device varies theleader character in the game at each stage. The leader character mayalso be rotated within a team, or the leader characters for all of thestages may be allocated prior to the beginning of a competitive game. Byallocating the leader in advance, processing time for designating aleader character at each stage can be reduced.

[0146] When the leader is switched at each stage, the game device may beconstituted to-automatically re-designate the leader character with thebest results through the previous stages in the final stage. In otherwords, the game device designates the character (player) with thehighest winning percentage of the team, according to the scoreline ofthe current card, as the leader character only in the final stage. Here,recording means for recording the winning percentage of each characteror the winning percentage as a team are provided to determine thecharacter or team with the highest winning percentage. Note that theprocessing for designating the character with the highest winningpercentage as leader may also be executed in stages other than the finalstage.

[0147] A specific example of automatic leader setting processing will bedescribed on the basis of FIG. 15. The outcome of this competitive gameis set to be determined over three stages (game, match) such that thefirst team to win two games is judged the winner. In FIG. 15A, team A,playing with the leader character P1, wins the first match, and team B,playing with the leader character P4, wins the second match. Hence thescoreline at the third match is a 1-1 draw. At the start of the thirdmatch, the game device reselects the character who served as leader whenthe team won as the leader for both team A and team B. In other words,P1 in team A and P4 in team B are set automatically to serve as therespective leader characters. According to this processing, the finalcompetition is played between teams headed by strong leader characters,and thus a sufficient level of game tension and excitement can beprovided in the final stage.

[0148] Note that this processing is closely related to fighting strengthbalance adjustment processing. More specifically, when the physicalstrength of a character in one of the teams other than the leadercharacter is damaged by an enemy character, for example, and therebydecreases, the leader character may distribute his/her own physicalstrength to the character with reduced physical strength. According tosuch processing, disadvantages caused by imbalances in the number ofcharacters are eliminated and the player manipulating a fallen characteris given an opportunity to return to the game. As a result, even aplayer whose character is damaged can remain interested in the game.

[0149] (Relative Strength Judgment)

[0150] Next, processing for judging the relative strength of the teams,which is executed in step S5F, will be described on the basis of FIG.16.

[0151] The relative strength judgment processing of this embodiment isperformed in a communication game system constituted to be capable ofimplementing a competitive team game with at least two players formingone team to determine the relative strength of each team playing thecompetitive game on the basis of the total fighting ability within theteam. More specifically, the proportion of a maximum fighting abilityvalue of the character manipulated by each player in the competitivegame that is occupied by a current fighting ability value thereof iscalculated, and this proportion is totaled for each team to determinethe relative strength of the teams.

[0152] This relative strength judgment processing is suitable for a gamein team competition mode. In other words, this processing can be used tocompare among the competing teams the total game strength of each team,that is the physical strength and power thereof.

[0153] Each game device stores a maximum value of a parameter, forexample a physical strength parameter, indicating the fighting strengthgiven to each character belonging to each team. Each game devicecalculates the current physical strength value of each character fromoperation information, movement distance information, and the state ofdamage relating thereto. The game device then calculates the proportionof the calculated physical strength value to the maximum physicalstrength value (100%) stored in advance for each character.

[0154]FIG. 16 shows an example of this calculation. In this example, twocharacters belong to team A and team B respectively. When thecompetition ends, first the game device calculates the proportion of thecurrent value of a physical strength evaluation to the maximum value.For example, the current values of a physical strength evaluation of thecharacters P1 and P2 of team A are 48% and 70% respectively, and thecurrent values of a physical strength evaluation of the characters ofteam B are 60% and 38% respectively. Next, the game device adds up thetotal current physical strength values of each team to thereby calculatea total team value. Here, the total team values of team A and team B are118% and 98% respectively. Finally, the game device compares the totalvalue of each team to judge their relative strength. Here, it isdetermined that team A, which has a higher total value, is superior.

[0155] Note that the total value of each team is displayed on the gamescreen in real time as a gauge or numerical value. A life meterillustrating the proportion of the current physical strength value ofeach character may be displayed together with the total value.

[0156] (Semi-Transparentizing Processing)

[0157] The semi-transparentizing processing executed in step S6 of FIG.4 will be described on the basis of FIGS. 17, 18.

[0158] In the semi-transparentizing processing of this embodiment, aplurality of display objects having at least a partially overlappingrelationship within the virtual space are specified, the surface areasof the plurality of display objects when displayed as game images arecompared, and he display object with the smaller surface area accordingto this comparison is made semi-transparent. Further, a game image isgenerated in which the semi-transparentized display object is disposedin front from the line of vision of the game image.

[0159] This semi-transparentizing processing is suitable for displayinga state in which a structure (building posts, the bottom surface of aship, or similar) serving as an object to be displayed is wholly orpartially submerged in water, for example.

[0160] This semi-transparentizing processing will be described on thebasis of the flowchart in FIG. 17. The CPU 301 performs the processingof FIG. 17 at each update cycle, as shown in FIG. 4. First, the gamedevice determines whether an object such as a structure overlaps anotherobject when seen from the viewpoint using a well-known overlapdetermination method. As a result, objects overlapping each other andrequiring semi-transparentizing processing are specified (step S71).Next, the game device compares the surface areas displayed on the gameimage of the two specified objects, for example (step S72). As a resultof this comparison, the CPU 301 commands the VDP 310 to performsemi-transparentizing processing on the object with the smallerdisplayed surface area (step S73). In response thereto, the VDP 310performs semi-transparentizing calculation processing on a part of thetexture applied to the specified object by adding and multiplying thecolor elements of the pixels of this texture and the texture of theobject behind the specified object, for example. The CPU 301 alsocommands the VDP 310 to dispose the semi-transparentized object on theviewpoint side (step S74). As a result of this processing, when a postPL is illustrated partially submerged below the sea SE as shown in FIG.18A, the displayed surface area of the post PL object is small. Hencethe post PL is subjected to semi-transparentizing processing and thetexture of the post PL is disposed on the viewpoint side. In otherwords, the texture of the sea SE is disposed behind the texture of thepost PL. When the two objects are displayed overlapping upon display ofthe game image, the color of the sea SE is made to appear partiallytransparent through the texture of the post PL at the overlapping partPL′ of the two objects, and hence the part PL′ of the post PL can bemade to appear actually submerged in the sea SE.

[0161] In conventional examples, semi-transparentizing processing issometimes implemented by performing calculations on the entire textureillustrating the sea SE, causing large amounts of calculation. In thisembodiment, however, the object with the smaller semi-transparentizingprocessing load is selected, and thus the amount of calculation forsemi-transparentizing processing can be suppressed while maintainingsemi-transparence.

[0162] (Data Communication with Other Game Devices)

[0163] In this embodiment, when a predetermined event occurs, therespective game devices transmit data indicating that this event hasoccurred to the other game devices implementing the competitive game,and receive data from another of the game devices. Game processing isthen executed on the basis of the received data, whereupon dataindicating the results of the processing is transmitted to the othergame devices. A game image based on the processing results is thengenerated. More specifically, when an event which is detrimental to thegame device on the reception side (for example encountering an attack orthe like) occurs, the CPU 301 transmits data indicating that this eventhas occurred to the reception side game device before implementingprocessing in the game device.

[0164] For example, in the transmission and reception of step S3 in FIG.4, data indicating that an event has occurred are transmitted from thegame device that caused the event to the other game devices (of both theallied team and the opposing team) before processing based on the eventis performed in this game device. The other game devices then performgame processing on the basis of the event indicated in the transmitteddata and generate a game image based on the processing result which isreflected on the game screen of the game devices (for example displayingan explosion scene).

[0165] Also in this embodiment, data indicating the processing result,which are transmitted from the game devices in response to an eventoccurring in another game device, are received by all of the other gamedevices implementing the competitive game, whereupon a game image basedon the plurality of received processing results is generated. Morespecifically, the event is acknowledged by the reception side gamedevices, whereupon the actual game processing (for example explosionprocessing) is performed, and the processing result is transmitted backto the transmission side game device. In so doing, even when a delayoccurs in communication processing and an opponent character manipulatedby a reception side game device moves during the delay, processing isperformed in the reception side game device such that the character isexploded after the event (explosion or the like) is processed and it isdetermined that an attack has been encountered. Likewise in thetransmission side game device, even if the opponent character movesduring the delay, as long as the aim of the attack is accurate, theopponent character can be toppled with certainty. Hence the playeroperating the transmission side game device can obtain a more favorableresult than is recognized from the actual displayed game image, andstress caused by transmission and reception delays does not occur. Inthe reception side game device, a character is not toppled due to atransmission delay, and hence even when a less favorable result than thesituation displayed on-screen is obtained, this result is acceptable.

[0166] Here, the data indicating that an event has occurred in the gamedevices may include at least information specifying the game devicewhich caused the event and information indicating the content of theevent.

[0167] Further, when data indicating that an event has occurred arereceived in the game devices, a game image corresponding to the gamedevice which caused the event and the content of the event is generated,and the data indicating the processing results may include at leastinformation specifying the game device which caused the event, thecontent of the event, and the results of processing in the game devicein response to the event.

[0168] This delay preventing processing will be described on the basisof FIG. 19. In this example, it is assumed that the game devices 1A to1D shown in FIG. 1 are conducting a competitive game with each other.

[0169] As shown in FIG. 19A, when the game device 1A enters a situationin which the game must be advanced on the basis of a certain event,event occurrence data a indicating the content of the event aretransmitted to each of the other game devices 1B, 1C, 1D.

[0170] Next, as shown in FIG. 19B, having received the event occurrencedata transmitted from the game device 1A, the game devices 1B, 1C, 1Dprocess the received data to obtain processing results ab, ac, ad,whereupon an image based on the results is reflected on the respectivegame screens.

[0171] Next, as shown in FIG. 19C, the game device 1A receives theprocessing result data ab, ac, ad indicating the processing resultsobtained through processing performed by the other game devices 1B, 1C,1D.

[0172] As shown in FIG. 19D, the game device 1A confirms the receptionof the processing result data from all of the other participating gamedevices 1B, 1C, 1D, and then executes processing based on these data andthe event occurrence data a. Data delayed by a fixed time period aredisplayed while data aa indicating the results of this processing arecreated, and if necessary, the data aa are transmitted to the other gamedevices.

[0173] Similar data transmission and reception, and reflection of thedata in the game, are performed in the other game devices 1B, 1C, 1D.More specifically, although not shown in the drawing, the other gamedevices also transmit their own event occurrence data to the remaininggame devices, and the remaining game devices receive these data. Gameprocessing is then executed on the basis of the event occurrence data,whereupon the processing results are transmitted back to the game devicewhich transmitted the event occurrence data. When the game device whichtransmitted the event occurrence data receives all of the processingresult data, game processing is executed and final processing resultsbb, cc, dd are obtained.

[0174] By means of this processing series processing, all of the gamedevices 1A to 1D are able to display substantially synchronous gamescreens.

[0175] Compared to a conventional method in which an event occurring ona device is processed on that device and then the other devices areinformed thereof, in this embodiment delays caused by processing timehave no effect on the display on the other devices, and even when a gameprogresses quickly, operations performed by a player and correspondingchanges in an opponent character (an explosion or the like) are notdisplayed out of position, thereby eliminating any sense of incongruity.In short, a game device which receives data can quickly reflecton-screen results which have an effect on the game screen of thatdevice.

Industrial Applicability

[0176] According to the present invention, various advantages can beobtained.

[0177] According to the automatic viewpoint setting processing describedabove, a game device moves the viewpoint position within the space tothe rear of the home character in accordance with the position ormovement within the virtual space of the characters to be included inthe field of vision. Hence the viewpoint position set in accordance withthe home character is automatically corrected, and the requiredcharacters can be included within the field of vision with certainty.

[0178] At this time, the viewpoint is moved within a range in which thedistance between the viewpoint and the home character is within apredetermined distance, and thus when a field of vision in which thisdistance is too long, and which is therefore too wide, is no longerrequired, the viewpoint position is automatically returned to anappropriate distance. Hence a screen having a sense of tension andexcitement can be provided at all times.

[0179] Also at this time, the viewpoint is moved at a predeterminedspeed, thereby preventing rapid screen changes which are difficult tosee and cause a sense of unpleasantness. Viewpoint movement is alsolimited to a range in which the home character can be recognized, andthus a player can concentrate on the game without losing sight of thehome character on the screen.

[0180] According to the fighting strength balance adjustment (auxiliary)processing of the present invention, the balance of fighting strengthbetween the teams is adjusted in accordance with predeterminedconditions relating to the balance of fighting strength between theteams playing the competitive game, and thus whether there is only oneplayer on each team, or whether an imbalance occurs in the number ofplayers on each team, the balance of fighting strength can be adjustedsuch that a team competition can be played enthusiastically.

[0181] When an imbalance occurs in the balance of fighting strengthbetween the teams, the number of characters on each team is made tomatch, and thus an equal and fair game environment can be provided.

[0182] Further, weighting conditions are placed on the team having anadvantage of a predetermined standard or higher in accordance with animbalance arising between the teams during the course of the competitivegame, thereby temporarily decreasing the fighting strength of thesuperior team. Hence the inferior team can be provided with anopportunity to make a comeback, and a sense of tension can be providedto the game.

[0183] Further, in the course of a competitive game, one character in ateam may help another character, and thus aspects of team play andteamwork, which make real sports interesting, can be provided.

[0184] According to the projection processing of the present invention,when the distance of a spatial object from the terrain surface exceeds areference distance, the magnitude of a projected image object is held toa predetermined magnitude. Hence even when a light ray bullet is firedfrom a height, a player can easily follow the trajectory thereof usingthe projected image object.

[0185] According to the automatic leader setting processing of thepresent invention, the relative strength of the teams playing acompetitive game is determined according to whether or not a leadercharacter specified as a leader of each team is active in thecompetitive game. Hence the state of all of the characters need not bechecked every time, and only the leader character need be checked, andthus processing for determining the outcome of a game is greatlyreduced.

[0186] Further, the character designated as leader is switchedautomatically at each stage, whereby processing for designating a leadermany times can be eliminated and the operating load on the player andcalculation load on the device can be lightened. Since the outcome ofthe game is determined according to whether the leader character isactive, a game strategy centering on the leader character can bedevised, enabling variety in the game content. In the present inventionin particular, a leader is set, the toppling of the leader is set as acondition for victory, and when the physical strength of a character ina team other than the leader character decreases, the physical strengthof the leader character may be distributed to the character with reducedphysical strength. Hence disadvantages caused by an imbalance in thenumber of characters are eliminated, and the player manipulating afallen character is provided with an opportunity to return to the game.

[0187] According to the relative strength judgment of the presentinvention, the relative strength of the teams playing the competitivegame is determined on the basis of the total fighting ability within theteam. Thus a state in which one team is superior can be determined atall times instantly. Conventionally, relative strength is determined byreferencing only the power of each character, but by this processing,the relative strength of the teams can be grasped instantly.

[0188] Further, the proportion of the current fighting ability value tothe maximum fighting ability value in the competitive game iscalculated, and this proportion is totaled for each team to determinethe relative strength of the teams. Hence processing is simple and therelative strength can be grasped accurately. Moreover, the results of ajudgment of the relative strength of the teams may be used easily inother processing such as strength balance adjustment processing and thelike.

[0189] According to the semi-transparentizing processing of the presentinvention, the surface area of each of a plurality of display objects iscompared when the display objects are displayed as a game image, and thedisplay object with the smaller surface area according to thiscomparison is made semi-transparent. Thus the calculation load can begreatly reduced while ensuring semi-transparence.

[0190] According to the communication delay prevention processing of thepresent invention, when a predetermined event occurs, data indicatingthat the event has occurred are transmitted to the other game devices,processing results are transmitted in response from the other gamedevices, and then a game image is generated. Hence the display ofunnatural images based on processing delays that have been noted incommunication game systems can be prevented.

[0191] According to the present invention as described above, problemsrelating to game screen display and judgments of the relative strengthof teams, and problems caused by game data communication delays, whichhave been noted in conventional communication game systems, can beamended, thereby reducing calculation processing, increasing speed, andimproving the quality of a competitive team game.

[0192] Note that the present invention is not limited to the embodimentdescribed above, and may be modified in various ways within the scope ofthe patent claims.

1. A game device which is constituted to be capable of displaying aspatial object positioned at a remove from a terrain surface set withina virtual space, comprising: a projected image generating module forgenerating a projected image object emulating a projected image of saidspatial object on said terrain surface; and a projected image modifyingmodule for moving said projected image object in accordance with themovement of said spatial object, modifying the magnitude of saiddisplayed projected image object in accordance with the position of saidspatial object within said virtual space and the position of a virtuallight source set within said virtual space, and holding the magnitude ofsaid projected image object at a predetermined magnitude when thedistance of said spatial object from said terrain surface exceeds areference distance.
 2. The game device according to claim 1, whereinsaid spatial object is a light beam bullet fired by a characterappearing in the game.
 3. The game device according to claim 1, whereinsaid spatial object is a character manipulated by a player.
 4. The gamedevice according to claim 1, wherein said spatial object is a flyingbody which follows said virtual light source.
 5. A game device which isconstituted to enable players to play a game by manipulating a homecharacter within a virtual space, comprising: an image generating modulefor generating a game image projected onto a two-dimensional plane whichincorporates into a field of vision the front of said home characterfrom a viewpoint behind said home character; and a viewpoint positioncontrolling module for moving said viewpoint position within the spacebehind said home character in accordance with the position or movementwithin the virtual space of characters to be incorporated into saidfield of vision.
 6. The game device according to claim 5, wherein, whensaid viewpoint position controlling module moves said viewpoint positionwithin the space behind said home character, said viewpoint position ismoved within a range at which the distance between said viewpoint andsaid home character remains within a predetermined distance.
 7. The gamedevice according to claim 6, wherein when a character to be incorporatedinto said field of vision moves out of said field of vision, saidviewpoint position controlling module moves said viewpoint at apredetermined speed to incorporate into said field of vision saidcharacter to be incorporated into said field of vision.
 8. A game devicewhich is constituted to enable players to play a game by manipulating ahome character within a virtual space, comprising: an image generatingmodule for generating a game image projected onto a two-dimensionalplane which incorporates into a field of vision the front of said homecharacter from a viewpoint behind said home character; and a viewpointposition controlling module for moving said viewpoint position withinthe space behind said home character in accordance with the position ormovement within the virtual space of characters to be incorporated intosaid field of vision, and wherein said game is a game in which aplurality of characters move within a virtual space, and said viewpointposition controlling module controls said viewpoint position inaccordance with the position or movement of said home character and theother characters.
 9. The game device according to claim 8, wherein saidviewpoint position controlling module moves said viewpoint positionwithin a range at which the distance between said viewpoint and saidhome character remains within a predetermined distance, such that thenumber of other characters displayed on said game image is maximized.10. A game device which is constituted to enable players to play a gamewithin a virtual space, comprising: a specifying module for specifying aplurality of display objects having at least a partially overlappingrelationship within said virtual space; a comparing module for comparingthe surface area of each of said plurality of specified display objectswhen said display objects are displayed as a game image; asemi-transparentizing processing module for making the display objectwith the smaller surface area according to the comparisonsemi-transparent; and an image generating module for generating a gameimage by disposing the semi-transparentized display object to the frontwhen seen from the line of vision of the game image.
 11. A communicationgame system in which a plurality of game devices are connected to eachother to enable a competitive game to be played between teams in whichat least two players operating said game devices form one team,comprising: a relative strength judging module for judging the relativestrength of the teams playing said competitive game on the basis of thetotal fighting ability within a team; and an image generating module forgenerating an image displaying the results of the judgment.
 12. Thecommunication game system according to claim 11, wherein said relativestrength judging module determines the relative strength of said teamsby calculating the proportion of a maximum fighting ability value of thecharacters manipulated by said players in said competitive game that isoccupied by a current fighting ability value, and totaling thisproportion for each team.
 13. A communication game system in which aplurality of game devices are connected to each other to enable acompetitive game to be played between teams in which at least twoplayers operating said game devices form one team, comprising: anactivity judging module for determining the relative strength of theteams playing said competitive game according to whether or not a leadercharacter designated as the leader of each team is active in saidcompetitive game; and a relative strength judging module which, whensaid leader character is judged to be active, judges the team to whichsaid leader character belongs to be the winner.
 14. The communicationgame system according to claim 13, wherein said competitive game isconstituted such that a stage in which an outcome is determined can beexecuted a plurality of times during each competitive game, and in thecommunication game system comprising: a leader switching module forautomatically switching the character designated as said leader at eachstage; and a game executing module for executing each stage of a gameunder the leader character switched by said leader switching module. 15.The communication game system according to claim 14, wherein said leaderswitching module automatically reselects the leader character with thebest results throughout the previous stages in each stage.
 16. Thecommunication game system according to claim 15, wherein said leaderswitching module automatically reselects the leader character with thebest results throughout the previous stages in the final stage.
 17. Thecommunication game system according to claim 15, wherein the activity ofsaid leader character is determined with reference to the fact that theleader character has remaining physical strength.
 18. The communicationgame system according to claim 17, wherein a possible competition timeof said game is determined in advance, and if the leader characters ofboth teams are active when said competition time has elapsed, the teamwhose leader character has the greatest remaining physical strength isjudged the winner.
 19. The communication game system according to claim17, wherein a possible competition time of said game is determined inadvance, and if the leader characters of both teams are active when saidcompetition time has elapsed, the remaining physical strength of thecharacters belonging to each team is totaled and the team with thegreatest total physical strength is judged the winner.
 20. Acommunication game system in which a plurality of game devices areconnected to each other to enable a competitive game to be playedbetween teams in which at least two players operating said game devicesform one team, comprising: an activity judging module for determiningthe relative strength of the teams playing said competitive gameaccording to whether or not a leader character designated as the leaderof each team is active in said competitive game; and a physical strengthdistributing module which, when the physical strength of a characterother than said leader character within a team decreases, distributesthe physical strength of said leader character to said character withreduced physical strength.
 21. A communication game system in which aplurality of game devices are connected to each other to enable acompetitive game to be played between teams in which at least twoplayers operating said game devices form one team, each of saidplurality of game devices comprising: a condition considering module forconsidering predetermined conditions corresponding to the balance offighting strength between the teams playing said competitive game; and afighting strength balance adjusting module for adjusting the balance offighting strength between said teams in accordance with said conditions.22. The communication game system according to claim 21, wherein saidfighting strength balance adjusting module matches the number ofcharacters in each team participating in said competitive game at thestart of said competitive game.
 23. The communication game systemaccording to claim 21, wherein said fighting strength balance adjustingmodule places weighting conditions on the team having an advantage of apredetermined standard or higher in accordance with an imbalance arisingbetween the teams during the course of said competitive game.
 24. Thecommunication game system according to claim 23, wherein said fightingstrength balance adjusting module places said weighting conditions inaccordance with one or more conditions selected from a group ofconditions indicating an imbalance between said teams, said groupcomprising the number of characters on each of said teams, the abilityof each character set in the game, the competition-winning percentage ofeach of said characters, and the competition-winning percentage of eachof said teams.
 25. The communication game system according to claim 21,wherein said fighting strength balance adjusting module performsprocessing according to which one character helps another characterwithin a team during the course of said competitive game.
 26. Thecommunication game system according to claim 21, wherein each of saidgame devices comprises: a tracking object setting module for setting asa tracking object one character from among the characters comprising anopposing team on the basis of predetermined conditions; and a trackingmodule for modifying the position or orientation of said home charactermanipulated by said player until said home character enters a rangewithin which the character set as said tracking object can be attacked.27. The communication game system according to claim 26, wherein saidtracking module further comprises a correcting module for correcting theposition or orientation of said home character in accordance with themovement of said character set as a tracking object such that said homecharacter enters said range within which said character can be attacked.28. The communication game system according to claim 26, wherein one ormore conditions selected from a group comprising the absolute physicalstrength value of the opponent, the relative physical strength value ofthe opponent to the home character, attacking strength, defensestrength, the presence of a set leader, and the winning percentage ofthe player manipulating the character are used as said predeterminedconditions.
 29. A communication game system in which a plurality of gamedevices are connected to each other to enable a competitive game to beplayed by a plurality of players operating said game devices, said gamedevices respectively comprising: an event transmitting module which,when a predetermined event occurs, transmits data indicating that saidevent has occurred to the other game devices implementing saidcompetitive game; a data receiving module for receiving data from one ofthe other game devices implementing said competitive game; a processingresult transmission module for executing game processing based on thereceived data and transmitting data indicating the result of thisprocessing to the other game devices implementing said competitive game;and a game image generating module for generating a game image based onsaid processing result.
 30. The communication game system according toclaim 29, wherein when a plurality of said game devices are connected toeach other, said game image generating module is constituted such thatsaid data indicating a processing result, which are transmitted fromsaid game devices in response to an event occurring in another gamedevice, are received by all of the other game devices implementing saidcompetitive game, whereupon a game image based on said plurality ofreceived processing results is generated.
 31. The communication gamesystem according to claim 29, wherein said data indicating that an eventhas occurred in each of said game devices include at least informationspecifying the game device which caused said event and informationindicating the content of said event.
 32. The communication game systemaccording to claim 31, wherein when said data indicating that an eventhas occurred are received in each of said game devices, a game imagecorresponding to the game device which caused said event and the contentof said event is generated, and said data indicating a processing resultinclude at least information specifying the game device which causedsaid event, the content of said event, and the result of processing inthe game devices corresponding to said event.
 33. The communication gamesystem according to claim 31, wherein an attack perpetrated by onecharacter is transmitted as said event from a transmission side gamedevice to a reception side game device, a direct hit judgment isperformed by the reception side game device to determine whether or notsaid attack hit the character specified as the attack subject, whereuponthe result of this direct hit judgment is transmitted back to saidtransmission side game device as said processing result, and in saidtransmission side game device, after the processing results of the othergame devices participating in the competitive game are all gathered,game processing based on the processing results is performed.
 34. Thegame device according to any of claims 1 through 33, wherein said gameis a shooting game in which characters manipulated by said players shooteach other to compete for victory.
 35. A recording medium recorded witha program for causing a computer to execute a game method for displayinga spatial object which is positioned at a remove from a terrain surfaceset within a virtual space, comprising: a projected image generatingmodule for generating a projected image object emulating a projectedimage of said spatial object on said terrain surface; and a projectedimage modifying module for moving said projected image object inaccordance with the movement of said spatial object, modifying themagnitude of said displayed projected image object in accordance withthe position of said spatial object within said virtual space and theposition of a virtual light source set within said virtual space, andholding the magnitude of said projected image object at a predeterminedmagnitude when the distance of said spatial object from said terrainsurface exceeds a reference distance.
 36. The recording medium accordingto claim 35, wherein said spatial object is a light beam bullet fired bya character appearing in the game.
 37. The recording medium according toclaim 35, wherein said spatial object is a character manipulated by aplayer.
 38. The recording medium according to claim 35, wherein saidspatial object is a flying body which follows said virtual light source.39. A recording medium recorded with a program for causing a computer toexecute a game method for enabling players to play a game bymanipulating a home character within a virtual space, comprising: animage generating module for generating a game image projected onto atwo-dimensional plane which incorporates into a field of vision thefront of said home character from a viewpoint behind said homecharacter; and a viewpoint position controlling module for moving saidviewpoint position within the space behind said home character inaccordance with the position or movement within the virtual space ofcharacters to be incorporated into said field of vision.
 40. Therecording medium according to claim 39, wherein, when said viewpointposition controlling module moves said viewpoint position within a spacebehind said home character, said viewpoint position is moved within arange at which the distance between said viewpoint and said homecharacter remains within a predetermined distance.
 41. The recordingmedium according to claim 40, wherein when a character to beincorporated into said field of vision moves out of said field ofvision, said viewpoint position controlling module moves said viewpointat a predetermined speed to incorporate into said field of vision saidcharacter to be incorporated into said field of vision.
 42. A recordingmedium recorded with a program for causing a computer to execute a gamemethod for enabling players to play a game by manipulating a homecharacter within a virtual space, said game method comprising the stepsof: generating a game image projected onto a two-dimensional plane whichincorporates into a field of vision the front of said home characterfrom a viewpoint behind said home character; and moving said viewpointposition within the space behind said home character in accordance withthe position or movement within the virtual space of characters to beincorporated into said field of vision, and wherein said game is a gamein which a plurality of characters move within a virtual space, and saidviewpoint position is controlled in accordance with the position ormovement of said home character and the other characters.
 43. Therecording medium according to claim 42, wherein said viewpoint positioncontrolling module moves said viewpoint position within a range at whichthe distance between said viewpoint and said home character remainswithin a predetermined distance range, such that the number of othercharacters displayed on said game image is maximized.
 44. A recordingmedium recorded with a program for causing a computer to execute a gamemethod for enabling players to play a game in a virtual space,comprising: a specifying module for specifying a plurality of displayobjects having at least a partially overlapping relationship within saidvirtual space; a comparing module for comparing the surface area of eachof said plurality of specified display objects when said display objectsare displayed as a game image; a semi-transparentizing processing modulefor making the display object with the smaller surface area according tothe comparison semi-transparent; and an image generating module forgenerating a game image by disposing the semi-transparentized displayobject to the front when seen from the line of vision of the game image.45. A recording medium recorded with a program for causing a computer toexecute a game method in which a plurality of game devices are connectedto each other to enable a competitive game to be played between teams inwhich at least two players operating said game devices form one team,comprising: a relative strength judging module for judging the relativestrength of the teams playing said competitive game on the basis of thetotal fighting ability within a team; and an image generating module forgenerating an image displaying the results of the judgment.
 46. Therecording medium according to claim 45, wherein said relative strengthjudging module determines the relative strength of said teams bycalculating the proportion of a maximum fighting ability value of thecharacters manipulated by said players in said competitive game that isoccupied by a current fighting ability value, and totaling thisproportion for each team.
 47. A recording medium recorded with a programfor causing a computer to execute a game method in which a plurality ofgame devices are connected to each other to enable a competitive game tobe played between teams in which at least two players operating saidgame devices form one team, comprising: an activity judging module fordetermining the relative strength of the teams playing said competitivegame according to whether or not a leader character designated as theleader of each team is active in said competitive game; and a relativestrength judging module which, when said leader character is judged tobe active, judges the team to which said leader character belongs to bethe winner.
 48. The recording medium recorded with a game methodaccording to claim 47, wherein said competitive game is constituted suchthat a stage in which an outcome is determined can be executed aplurality of times during each competitive game, and comprising: aleader switching module for automatically switching the characterdesignated as said leader at each stage; and a game executing module forexecuting each stage of a game under the leader character switched bysaid leader switching module.
 49. The recording medium according toclaim 48, wherein said leader switching module automatically reselectsthe leader character with the best results throughout the previousstages in the final stage.
 50. The recording medium according to claim49, wherein the activity of said leader character is determined withreference to the fact that the leader character has remaining physicalstrength.
 51. The recording medium recorded with a game method accordingto claim 49, wherein a possible competition time of said game isdetermined in advance, and if the leader characters of both teams areactive when said competition time has elapsed, the team whose leadercharacter has the greatest remaining physical strength is judged thewinner.
 52. The recording medium recorded with a game method accordingto claim 51, wherein a possible competition time of said game isdetermined in advance, and if the leader characters of both teams areactive when said competition time has elapsed, the remaining physicalstrength of the characters belonging to each team is totaled and theteam with the greatest total physical strength is judged the winner. 53.A recording medium recorded with a program for causing a computer toexecute a game method in which a plurality of game devices are connectedto each other to enable a competitive game to be played between teams inwhich at least two players operating said game devices form one team,comprising: an activity judging module for determining the relativestrength of the teams playing said competitive game according to whetheror not a leader character designated as the leader of each team isactive in said competitive game; and a physical strength distributingmodule which, when the physical strength of a character within a teamother than said leader character decreases, distributes the physicalstrength of said leader character to said character with reducedphysical strength.
 54. A recording medium recorded with a program forcausing a computer to execute a game method in which a plurality of gamedevices are connected to each other to enable a competitive game to beplayed between teams in which at least two players operating said gamedevices form one team, comprising: a condition considering module forconsidering predetermined conditions corresponding to the balance offighting strength between the teams playing said competitive game; and afighting strength balance adjusting module for adjusting the balance offighting strength between said teams in accordance with said conditions.55. The recording medium according to claim 54, wherein said fightingstrength balance adjusting module matches the number of characters ineach team participating in said competitive game at the start of saidcompetitive game.
 56. The recording medium according to claim 54,wherein said fighting strength balance adjusting module places weightingconditions on the team having an advantage of a predetermined standardor higher in accordance with an imbalance arising between the teamsduring the course of said competitive game.
 57. The recording mediumaccording to claim 56, wherein said fighting strength balance adjustingmodule places said weighting conditions in accordance with one or moreconditions selected from a group of conditions indicating an imbalancebetween said teams, said group comprising the number of characters oneach of said teams, the ability of each character set in the game, thecompetition-winning percentage of each of said characters, and thecompetition-winning percentage of each of said teams.
 58. The recordingmedium according to claim 54, wherein said fighting strength balanceadjusting module performs processing according to which one characterhelps another character within a team during the course of saidcompetitive game.
 59. The recording medium recorded with a game methodaccording to claim 54, said game method being comprising the steps of:setting as a tracking object one character from among the characterscomprising an opposing team on the basis of predetermined conditions;and modifying the position or orientation of said home charactermanipulated by said player until said home character enters a rangewithin which the character set as said tracking object can be attacked.60. The recording medium recorded with a game method according to claim59, said game method being further comprising the step of correcting theposition or orientation of said home character in accordance with themovement of said character set as a tracking object such that said homecharacter enters said range within which said character can be attacked.61. The recording medium recorded with a game-method according to claim59, wherein one or more conditions selected from a group comprising theabsolute physical strength value of the opponent, the relative physicalstrength value of the opponent to the home character, attackingstrength, defense strength, the presence of a set leader, and thewinning percentage of the player manipulating the character are used assaid predetermined conditions.
 62. A recording medium recorded with aprogram for causing a computer to execute a game method in which aplurality of game devices are connected to each other to enable acompetitive game to be played by a plurality of players operating saidgame devices, comprising: an event transmitting module which, when apredetermined event occurs, transmits data indicating that said eventhas occurred to the other game devices implementing said competitivegame; a data receiving module for receiving data from one of the othergame devices implementing said competitive game; a processing resulttransmission module for executing game processing based on the receiveddata and transmitting data indicating the result of this processing tothe other game devices implementing said competitive game; and a gameimage generating module for generating a game image based on saidprocessing result.
 63. The recording medium according to claim 62,wherein when three or more of said game devices are connected to eachother, said game image generating module is constituted such that saiddata indicating a processing result, which are transmitted from saidgame devices in response to an event occurring in another game device,are received by all of the other game devices implementing saidcompetitive game, whereupon a game image based on said plurality ofreceived processing results is generated.
 64. The recording mediumaccording to claim 62, wherein said data indicating that an event hasoccurred include at least information specifying the game device whichcaused said event and information indicating the content of said event.65. The recording medium according to claim 64, wherein when said dataindicating that an event has occurred are received, a game imagecorresponding to the game device which caused said event and the contentof said event is generated, and said data indicating a processing resultinclude at least information specifying the game device which causedsaid event, the content of said event, and the result of processing inthe game devices corresponding to said event.
 66. The recording mediumrecorded with a game method according to claim 64, wherein an attackperpetrated by one character is transmitted as said event from atransmission side game device to a reception side game device, a directhit judgment is performed by the reception side game device to determinewhether or not said attack hit the character specified as the attacksubject, whereupon the result of this direct hit judgment is transmittedback to said transmission side game device as said processing result,and in said transmission side game device, after the processing resultsof the other game devices participating in the competitive game are allgathered, game processing based on the processing results is performed.